The Nation of Tyedu

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Orleron
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The Nation of Tyedu

Post by Orleron » Tue May 20, 2003 4:15 pm

Located on the farthest northern reaches of Avlis' main continent, Tyedu is a snowy tundra land populated by creatures who have adapted to a fierce way of life as a means of survival. The snowy expanse of this nation is dotted by all manner of cold-loving creatures, though it is also home to what is legendarily reputed to be a divine-blooded race of humans.

Though they look much the same as normal humans, the "Spirit-kin", as they call themsevles, are often very well built and of strong stock. Most will point out that they are this way because their harsh environment selects only for the strongest of individuals to go on to reproduce, however the Spirit-kin tell a different story:

Long long ago, when the gods were newly made and there were no people on Avlis to speak of, a war broke out. A great creature of infinite evil was in conflict with nine warrior gods, and the whole planet shook as they battled overhead. Day after day they would ascend to the sky to engage in deadly combat, and night after night blood would rain down onto the ground as the gods retreated to heal their wounds. Though no mortal creatures suffered from this incessant skirmishing, there were many spirits who roamed the land back then, and they were paying a heavy price. Large numbers of them were consumed in the fray and wiped out forever.

It is told that one of the warrior gods involved in the fighting was a man of balance and equity who participated just as visciously against the Great Evil, as the other gods for such was its power. On one particular night, the god descended on the spirits living in the northland. He had come to regenerate his wounds incurred from the day's battles, and he brought with him many attendants, his own creations. These attendants were beautiful beings that called themselves "Mikonators". Always standing over 7 feet tall, their powerfully muscled frames supported large feathery gray wings that protruded from their backs. Both the male and female varieties of Mikonator were equally elegant and regal. The Mikonators lived only to serve this god, and he had created many of them for that task.

On this night, when the god descended with his troop, he sent some of his Mikonators out among the spirits in the area to protect them. He knew that landing in this area would almost assuredly bring annihilation to the spirits the next day, for he would almost certainly be attacked right there on that spot by the Great Evil. Thus charged with the task of defending the spirits, the Mikonators held their position in the morning when the god rose to do battle..... but he never came back for them.

Many of the pairs were annihilated the next day, but some survived. Obeying their master, the Mikonators that remained never left their spirit companions, and slowly over time they became very close to each other. Many of them created offspring through their unions. These offspring were enchantingly beautiful and possessed great power, though they were not technically divine as a full god would be. Over the ages, these offsrping wandered the northern land that was their home, never desiring to stray far from their parents. In time, most of the original spirits perished in one way or another through various mishaps and conflicts, such as the Great War which came long after. But gradually, the ever expanding human population of Avlis reached that area from the land that is now called The Kurathene Empire and they made it their home.

These humans encountered the offspring of the Mikonators and the spirits, and they were awed by them. Many of these offspring are still worshipped as gods by the humans even to this day. The other gods of the world are largely forgotten there, for they never took interest in that land. Why should the people there give them anything at all? By the same token, the spirits adopted the humans, and over another long period they too interbred with the inhabitants, producing the Sprit-kin of today.

This superstitious folk are very loyal to their local spirit, whom they venerate as a god in all respects. Some of the Mikonator-Spirit offspring of the area who influence a large number of Spirit-kin can feel the effects of having many worshippers, and some have ascended to minor godhood in their own right. Though these spirit-gods may rule over different areas or geographical features, such as rivers, mountains, or a stretch of plains here and there, they all acknowledge the hard lifestyle that their followers live, and they demand that everyone stay fit and strong. All of these spirit-gods have that in common, though their actual philosophies can vary greatly.

Whenever there is a small harsh area with a lot of inhabitants trying to survive, there is inevitably conflict among them. The spirit-gods also know this and they allow it, for it makes their people stronger. Spirit-kin who follow the same spirit-god and live in the same general area are often regarded as tribes. Their actual style of government may vary. Some may have a council of elders, and some may have a hereditary chief. But all conduct business with their neighboring tribes in order to spread their resources around most efficiently to ensure survival of their unit. Some tribes will live near water and trade fish for fur. Others will hunt a specific type of animal and trade the meet and furs for other goods. Intermarriage between tribes can also happen to seal peace agreements or alliances. Though these tend to wither over time.

Tyedu has very little national identity. The only time they will be seen acting as one nation of spirit-kin is when they are threatened from the outside. Not too many of the Kurathene nobles to the south covet their land, but when it does occur, the noble is swiftly rebuffed by a unified force of spirit-kin who then go back to their own daily squabbles and matters afterwards.
Orleron
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Post by Orleron » Tue May 20, 2003 6:16 pm

Worshipping a Tyedu spirit-god:

If your character is from Tyedu, you may worship a Tyedu spirit-god. There are thousands of these gods, and so you can generally make one up to follow. Guidlines are that it must be some sort of nature god, although it can also cover some other aspect of life if you want it to. So you can have a god of war and mountains, for instance. The god can also not be more than a lesser god, and most likely it will be of demigod or hero status. (See the deification information in the threads on this forum.)

When you make the god, you should send me a blurb on what the name is and what they are about and what tribe you are from. I can add it to this thread if it gets approved by me.

Another rule about these gods is that they will not be inclined to have temples and shrines outside of Tyedu. So it's probably not a good idea to bug me about getting a temple for your spirit-god in Mikona or Elysia. When we get a Tyedu server going, we can talk about it then. Tyedu gods are generally not worshipped outisde of your tribe and certainly not outside your nation. It would take a whole huge amount of time and evolution to make a Tyedu god into an accepted deity among the other Avlissian gods. It's a lot like the amount of work it took to make a small pagan tribal deity named El into the major god of three world religions who continue their domination to this very day: Judaism, Christianity, and Islam. In otherwords, it would take lifetimes, so don't inquire about it.

One last rule. You can't bring in a deity that already exists someplace else. This is an opportunity for you to create Avlis deities from scratch, NOT to pilfer a forgotten realms deity or absorb a celtic deity.
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Post by Orleron » Mon Aug 04, 2003 3:23 pm

Tyedu Clans

I think it would be a neat idea to post all the well-done player made clans for Tyedu. This will do a couple things. It will enrich the background on Tyedu,and it will promote clan continuity between the players who are from there.

As a player, you can make your own clan and use this background as a template for what I want, or you can choose an already existing player-made clan.

So without further ado...


=============================================
Clan Tor-Ered of Tyedu
by Vichan Lyonsen


The Clan Tor-ered reside in a high valley located on Doreg-Magret one of the highest peaks of Tyedu. This valley is in fact the Cauldera of the long dormant Volcano that is Doreg-Magret. The high altitude and the extreme northern lattitude makes for a bitterly cold region. However the natural steam fissures and pools of heated water allow for some relief.

Clan tradition says that they were led to this remote location by their "Spirit God" Pruodhon to seperate them from the quarralling tribes of the lowlands. In fact the Tor-ered became very reclusive, while they still traded with other tribes, it was always the Tor-ered who travelled to the roadside fairs and trading enclaves to sell their wares. They to this day, will not knowlingly lead any non-member of their tribe, to their beloved valley. Marriage outside the clan is still the only exception to this general rule as like all the Tyedu clans, to create the greatest genetic diversity they must marry outside the clan.

The Tor-ered live off the land, like all Tyedu, they hunt the mountain goat and the great White furred bears that live in their valley for their meat and the fat on their bodies. They are craftsman of high quality metal work, for there is great quantity of metal ore near the surface of their valley, they also craft fine obsidian daggers and an occasional short sword of this black glass-like mineral.They also farm the small areas near steam vents where stunted crops can grow.

The Tor-ered govern themselves through a council of elders, however these elders are not necessarily the oldest among them, they are merely recognized as the most capable, or those who exhibit the greatest wisdom, this council is involved in everyday life of the Tor-ered. they decide what crops to plant, who will travel to fair and trade with the other tribes, they decide how each member of the clan can best serve the clan. There is little in the way of personal property to the Tor-ered, each is given that which he needs to survive, all game taken in the field is divided evenly through the clan. Each clan member is responsible for the well being of every other member.

Occasionally, a youngster of the clan will have a vision, this vision varies but often takes the form of a visitation by an Animal who speaks to the youngster giving him some task to perform. The task is never specific, but always requires extensive travel. It is believed that Pruodhon gives these tasks so that the clan does not stagnate, for the seeker will travel until he recieves another vision, this second vision will specifically tell him/her to return home and impart all that he learned while on his travails.

On Pruodhon: (prood-hawn)

Pruodhon to the Tor-ered, is the god of the sky, he is represented by the clouds, or often he is seen in jets of steam issuing from the valley sides. The Tor-ered feel that Pruodhon looks down upon them at all times, for they need only look into the sky to see his presence, even at night. A perfectly clear day can make them a bit uneasy, because it is so rare where they live.

Clan Tor-ered:

Members of the clan are human in all respects showing the complete range of eye and hair coloration that can be found in that race. The Tor-ered are for the most part, of pale complextion, with predominantly blond or red hair,they tend to pale blue or green eyes. They are of an extremely stocky build and of average to slightly less than average height, this gives them the appearance of being slow and clumsy which is not the case. Males exhibit an abundance of body hair, to the point where jibes about cross breeding with bears is often made. Hair is kept long and thick as it forms an excellent insulator against the cold.

The Clan can mostly be classed as LN in alignment, the structure of the clan requires a lawful outlook, and while they are interested in the good of the clan, so they might be considered LG amongst themselves, they are less interested in the overall well being of those outside their core (Clan) group.
"Truth has no form."
--Idries Shah
Orleron
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Post by Orleron » Mon Aug 04, 2003 7:47 pm

Clan White-Bear of Tyedu
By Alex Suen (aka Beary666)


Geography:
The Clan White-Bear can be found in a small patch of secluded forest by the northern coast. Geographically, it is very difficult to access this area. By land, it is surrounded by rough mountainous terrain, dotted with crevasses, ranging in size from small cracks to large gorges, which are often covered with snow, making it nearly impossible to locate them until it is too late. By sea, it is impossible to reach the area the water surface is frozen almost the entire year.

The forest supports a unique variety of red winter berries that flourishes in the cold climate. These berries cannot be found anywhere else in Avlis and it is forbidden to remove them from the forest. The berries are the main element in the diet of the clan. They have high nutritional value and provide the consumer with a relatively large amount of energy for their size and they also raise the body temperature. Thus one must not consume too many berries as it will result in a fever which can progress into a life threatening situation.

Another important part of the diet is fish. Because the water surface is frozen, they clan must partake in ice fishing to meet their bodies’ need for protein. The clan refuses to kill or eat seals of any sort as they are seen as the divine food of the sacred polar bear.

The Clan
The clan remains secluded and hardly ventures outside the area. They will only do so for trade, when it is necessary or when searching for a life partner as intrabreeding is one of the cardinal sins of the Clan.

All members of the clan are human. They are most often of oriental or pale complexion. Eye color can be of any variety, and hair color is always a pale white. Most often, the clan members are well built and quick on their feet, though they are not the sturdiest of people.

The White-Bears do not have any sort of government. It is hardly necessary given their values. All members of the clan are childish and na?ve in manner. Even so, everyone in the clan is trained in the use of simple weapons, as it is necessary for survival in the harsh environment. All members of the clan have red and white tattoos on there body. The colors are representative of their Spirit God, Beary. While they may seem childish and na?ve, the clan White-Bear is by no means stupid. In fact, most members of the clan are quite intelligent and resourceful, though they may not be the wisest of people. They are not however so childish that they do not understand the necessity of killing. Overall, the Clan members are quite care free, always enjoying a good game of any sort.

They are not known to wear, metal armors, as they do not have access to them. The main class can be best described as Barbarians or fighters, though the clan does have some shamans and rangers. The clan is best classed as CG or NG, with a significant presence of CN.

The Spirit God: Beary (pronounced as berry)
Beary is represented by the great polar bear with a pair of rd berries hanging around its neck. He is the god of the polar bears. The clan feels that polar bear is a diverse hunter, capable on land and in the water and they strive to embody those physical qualities. Beary values innocence, as is suggested by his child-like name. He also values the importance of justice, though not through the use of laws.
"Truth has no form."
--Idries Shah
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Post by Orleron » Sun May 09, 2004 5:25 pm

Clan Rynn of Tyedu
By Yamsandjams


History and Geography

Clan Rynn is very young when compared with most other Tyedu clans. The founder was also named Rynn, who originally was a member of a different Tyedu clan. When Rynn was growing up, he always despised the strict rules and rigid traditions that his clan forced upon him. Rynn's attitude and preferences sharply contrasted everyone else's. Even his physical appearance made him an outsider, with darker skin and darker hair than most. He desired only to break free from his confinement and begin a new lifestyle, living the way he desired. The opportunity to realize his dream came to him when he was a grown member of his birth clan. In a vision, he saw Gimi Won, the local spirit-god of thunder, show him the way to freedom. When he awoke in the middle of the night, he steathily departed from his old clan for good.

Every night, Rynn would have a vision in which Gimi Won would guide him to new food and shelter. As time went on, Rynn eventually began accustomed to this way of life and no longer needed the visions to tell him where to eat or sleep next. Now that Rynn could successfully survive on his own, the next step was to create a new clan devoted to his newfound patron spirit. He began to have visions of people that would become true clan members. These people were sought out, and almost all of them chose to follow Rynn. Naming the clan after himself, Rynn decided that there would be no organized government or stiff traditions to follow, save those that Gimi Won demanded, which were generally very few. So, the men and women of Clan Rynn travelled as a group, living by instinct, wit, and luck.

Clan Rynn would typically roam around the plains and lowlands of Tyedu to gather their food and find shelter. They did not have any specific place they called home and became quite resourceful. Although there was no way to manage these resources, memebers of the clan would usually use thier common sense, keep to themselves, and sometimes help eachother out. They appreciated each others situation and thus were very friendly towards one another, though there was always some degree of friction between them. They would typically eat whatever they could find, though main sources of food include the great white-furred bears, fish, seal, and various vegetation. They usually tried to travel on a seasonal schedule to stay nearer to their food sources. Clan Rynn crafters used ore from some mountains to make weapons, and used furs to make leather clothing and other things, such as bags and beds. Although there was never really any formal order to what went on, Rynn was regarded by all as the leader because he was the strongest of the clan and would recieve visions in times of trouble.

Since the clan lacked some form of coherence, it was not widely recognized or known among other Tyedu clans. Their ideas of free will and unchecked emtions led some clans to fear its existence. Other clans tolerated them, though they rarely encountered the other tribes of Tyedu. The only member of the Clan Rynn that was well known by other clans was Rynn himself. In later years, Rynn would have a son, but the name of his son was not known to outsiders. There were no marriages outside of the clan as the clan desired to preserve their specific physical characteristics and lifestyle.

Life went on like this for a few generations. Rynn grew up to be a very old man, but his Tyedu heritage gave him the strength to continue living. However, he stopped having visions of the future, and eveutally he tried to settle things down a bit more as the wild lifestyle was possibly a little to dangerous for him. However, disaster soon struck. One day, a memeber of the Tyedu clan told the others of how he found a beast of massive strength while out hunting with his comrades. This beast, he said, was powerful enough to slaughter and devour a white-furred bear in a matter of seconds. Many members disbelieved him, and they stayed around the general area for several more days. One night, however, this beast descended upon the Tyedu camp. They had never been attacked by something so dangerous before that they did not have any effective defence. As the beast began slaughtering clan members, it became an every-man-for-himself situation. However, their attempt was futile. Clan Rynn was brought to the brink of extinction that day. The fate of their leader, Rynn, was unknown, and the only survivors were those who fled. No specific name was given to this day. It is only recalled as the Great Disaster. Some say that Gimi Won sent this beast upon Rynn because he stopped fulfilling his wishes. Others say that the bloodthirsty beast came from below ground looking for food. Whatever the case, Clan Rynn was reduced to a mere fraction of what it once was. Most of those who fled went south, living solitarily or in small parties among the cities or the wilderness. A few more supposedly fled westward closer to the Kurathane Empire. If any of Rynn's followers remain in Tyedu, they are in small, hidden groups at best. It is rumored that the son of Rynn is still alive, but none know for sure. The future of this clan is very questionable.

Gimi Won

Gimi Won is the local spirit god of thunder. He sent Rynn, the creater of the clan, many visions that would help him establish his new way of life. Gimi Won is represented by an enclosed, bare fist. He vaules those who stress free will and whose actions are typically dictated by thier emotions. His followers do not only struggle against nature to survive, but also challenge nature further, testing every limit of their body and mind. A saying that the followers of Gimi Won try to embody is, "The thunder is great, but my thunder is greater." The only thing Gimi Won demands of his followers is that they continue this way of life and make his presence strong. They must also never interbreed with members of other nations or races unless Gimi Won tells them too.

The People of Clan Rynn

The people of Clann Rynn are typically noticeable for their slightly darker skin, hair, and eyes. They tend to be more built than the average Tyedu clan as their rigourous lifestyle demands it. Each true member is marked with black and yellow or gold tatoos. Names of memebers are typicaly short, one or two syllable names. Although it is said that a few of the remaining Rynn members have bred with other humans not of their stock, their offspring carry very little semblance of the Rynn attributes. Both males and females are regarded equally, although it is usually the males that hunt and the females that craft.

Because the clan places no value on magic, no members of the clan practice arcane or divine spellcasting. Since there are also no institutions of formal training, the real clan will consist solely of human barbarians, winning their struggles with sheer prowress and instinct. They never choose to wear armour that is heavier than it needs to be. The heaviest a Rynn member will wear is a chain shirt or suit of scale mail. Most members will use leather armours, or some prefer to wear no armour at all. Although many would be apt with a shield, it is not regarded highly amongst other Tyedu. Most will use large weapons, the favourites being the greatsword, greataxe, double sword, double axe, dire mace, heavy flail, and spear.

The clan is best described as any-chaotic alignment, though CN is surely predominant.
"Truth has no form."
--Idries Shah
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Post by Orleron » Sat Jul 10, 2004 10:02 pm

Clan Kaj'Ilel of Tyedu
By Kal

The river Ilel
The river Ilel is named for the Spririt-God Kaj'Ilel of the river and
surrounding pastures. It rises in the mountains of northern Galdos and,without ever picking up any real speed, it winds its way westward to the sea. Though well north of the national boundary for most of its distance, it has its mouth close to the border of Tyedu with The Kurathene Empire. The river is rich in fish though not all are good eating.

The Kaj'Ilel are semi-nomadic Herdsmen and Fishermen. They have 4 small settlements called Nans along their migratory routes though these are barely more than staging posts. The Kaj'Ilel are renowned as tanners and, though few, Hunters and (particularly) Warriors are highly regarded among them for Kaj'Ilel has told them of 9 warrior gods who fought to protect them all from evil. Individually, members of the clan are pale skinned humans. Hair colour is invariably dark brown to jet black (until it greys) but eye colour varies across the full range. Males have large physiques and commonly stand over 6? feet tall. Females too are tall often reaching 6 feet but are much more slightly built.

The clan leads an essentially peaceful existence moving herds from place to place as pastures allow. Their travels to the west are limited by the encroachment of the great white bears which are drawn to the river estuary by the fish. To the east, carnivorous beasts from the forests on the Galdos foothills enforce a limit on the movement of the herds. In the summer when the snows recede, the migration route may be further north but is always limited by the edge of the true Tundra. In the winter it is further south and, when the weather is particularly harsh, may even be on the southern bank of the river though the grazing here is more broken and the crossing dangerous. As a group, the clan has limited contact with other clans of Tyedu, with Galdosian dwarves or with the border villages of the Kurathene Empire that
surround them. As a result their existence has been essentially peaceful for many generations. The exception was a conflict with one of the Kurathene border villages almost a decade earlier. Relations have been restored but the conflict led to substantial loss of life on both sides ^? including Guldor (a leading village councillor) and T'Shanik (the clan leader) at the time. Individuals do feel the wanderlust common among the clan and have been known to travel widely among their immediate neighbours and beyond. Such travelers were responsible for initiating trade with the border villages and with the dwarves in the distant past. (Within the clan there is a predominance of LG alignment. Travellers tend to see less significance in other laws and rules than their own. Their innate belief in supporting others often lead them to actions that may be considered CG.)

Trade
The clan provides meat and skins to the villages in exchange for grain and roots. These provide the clan with a balance to the meat in their diet. They also provide a valuable exchange medium with the dwarves. Though there is some trade with the dwarves in meat and skins, the most valuable metal cooking equipment is obtained from the dwarves in exchange for some of the manufactured leather goods and grain which they prize as a key ingredient of their rich ale.

Customs & Kaj'Ilel
Kaj'Ilel guides the clan in their daily life, sometimes indicating that the herds should move from a place even when grazing still seems plentiful. He communicates such wishes through the clan shaman.
Marriages are very special events within clan they bind whole families. They are rare but, once made, such commitments are taken very seriously. Kaj'Ilel requires the practice of monogamy. Serial monogamy is the norm. All physical relationships are announced. Changing partner without a clear (and public)
declaration by both partners that an existing relationship is at an end, is seriously frowned upon. Though children may be conceived in a relationship, this rarely involves such serious commitment as a marriage. Indeed, pregnancy is often a time when relationships end. A pregnable female is highly regarded and usually has the
choice of many suitors. Marriages when they do occur are often the result of liaisons beyond the clan. Children can expect support and guidance from any adult clan member but fathers, natural or (especially) adoptive, have a particular responsibility to see that a child is supported to adulthood (16). Often a child can claim several fathers. The spirit-god encourages mutual support within the clan and beyond. It is deemed good to help another in any way. The saving of a life in particular brings great renown to the saver. It also places a burden on the one saved to return the debt in some way.

Relationships beyond the clan are encouraged but the lack of a formal commitment often limits such relationships because of the outside partners' expectations. When such relationships do occur, physical size and dark hair are very much admired attributes. Conventional good looks are rarely a matter of attraction to a clan member.

The Nans and Curanir of Clan Kaj'Ilel
Currently : Nan Gelth (most westerly), Nan Goror, Nan Belthek, Nan Tralk (most easterly). The Nans of clan Kaj'Ilel are the four (more or less) permanent bases of the clan each led by a Curani. They are little more than staging posts between the foothills of Galdos and the mouth of the river. They have a varying population each some 10% of the total clan members. They are the homes of the elderly,
the craftsmen (tanners and leather workers), women with child and others (few) who want to take a break from the treks with the herds. Though the Nans have (more or less) fixed positions, they have no permanent structures and in fact no permanent name. Each Nan takes its name from the current Curani. The Curani holds the post for life. A new Curani is a retired clan leader. The earliest retiring clan leader is always selected. In the event of no retired leader being available a Curani would be selected from among potential clan leaders he would be the leader designate. On
retirement of a leader, the two would then be expected to change roles. This is the law but in living memory, this has never been applied. There are no permanent structures in the Nans though the buildings are clad with skins on both the inside and the outside of their wooden frames so they are both more substantial and much better insulated than their mobile counterparts. All four Nans are on the northern bank of the Ilel and located in defensive
positions in curves of the river. They are centres of industry (tanning and leather craft) and fishing. They are also crossing points and basic ferries are maintained here.

Leadership
The clan has 6 principal elders :
The elected clan chief. the tribal Shaman and the Nan Curanir, that is, the collective leaders of the four tribal staging posts.
The clan chief's word is law - unless unanimously opposed by the other 5 elders. Such disagreements usually lead to the retirement of the leader. A new leader is chosen in theory by all 6 elders. In practice, each of the elders listens carefully to the wishes of the tribal electorate before casting a vote so, in effect, it's a democratic process. The leader is chosen essentially for his physical prowess but also for his wisdom and ability to keep the clan strong. The leader remains in office until the collective elders consider that
there is someone who can do a better job. That may be after a season or after several decades. A decision to replace a serving leader can involve the setting of a task for the leader and his potential replacement. A proposal for change can come from any of the elders and must be considered in council. His proposal may be the result of lobbying by clan members. The clan Shaman always travels with the herds and the bulk of the clan. He has an apprentice in each of the Nans one of whom he will nominate as his
ultimate successor. Replacement only occurs on the death of the Shaman though the Shaman elect may take on many duties for the tribe. The Shaman is responsible for interpreting the wishes of Kaj'Ilel and for seeing to the medical needs of the clan and its herds. The Curanir are responsible for the defence of the Nans, for the stocking of supplies and for maintenance of trade with the Kurathene border villages and with the dwarves of Galdos.


Carapacic armour
The Kaj'Ilel trade in leather goods including armour but they reserve their carapacic armour for members of the tribe. Such armour is presented to every male on coming of age at 16 and includes a set of arm and leg plates and breast and back plates moulded to fit. They provide substantial protection from claw
and tooth given their very light weight. The secret of the manufacturing process is carefully guarded by the clan but
essentially involves multiple layers of hide/fish-skin thinly stretched and beaten over formers of various sizes. Though manufactured by a tanner, bonding agents are used and these are provided and blessed by the clan shamans.
"Truth has no form."
--Idries Shah
Orleron
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Post by Orleron » Mon Nov 22, 2004 7:06 pm

Clan Belail of the Northern Reaches:
by Nightshade

Clan Belail is a reclusive clan which lives in a series of ice caverns
beneath the mountain ranges in the northern reaches of Tyedu. Members
of the tribe leave rarely, although the few traders who venture into
the Belail ice caves are generally welcomed to join in on the clans'
communal hunting, gathering and feeding ceremonies.

The major means of survival in the frozen wastes is hunting the few
large animals found in the mountains. The Belail emerge from their
ice caverns bearing large double axes, double swords and dire maces,
traditional weapons believed to be forged by the spirits and handed
down along family lines. Generally, only the hunters in each family
(the first born son or daughter) are allowed to carry the family
weapon. Legend aside, the weapons tend to come from the second born
to each family, usually raised as smiths. Third born are
traditionally raised as armourers, carefully crafting the leather and
hide armours worn by the Belail clansmen.

The harsh environment and the scorching dry ice winds of the area have
brought about an interesting dichotomy in the Belail clans beliefs
surrounding magic and it's use. While magics are for the most part
feared and rejected, druids and sorcerors specializing in fire and ice
magics are commonly revered as shamans. Fire commonly represents the
good in the region, an understandable conclusion given the necessity
of heat for survival and the cooking of foods. Cold, although
tolerated in magick and the environment, usually represents evil in
the Belail pantheon.

Not surprisingly, the chief deity is named Belail, and is the source
from which the clan takes its name. Belail is believed to be the
spirit deity of fire and the hunt, occasionally blessing the massive
twin weapons of the tribal hunters with flaming blades and their
armours with protection from the cold. Belail is a TN deity,
occasionally aiding his hunters with success in their hunt, and
occasionally starving them for months at a time, in an effort to
strengthen their stock.

Legend lore of the tribe tells of an epic battle between Belail and
his arch rival Karnot, the NE spirit deity of ice and turmoil, which
was waged for centuries in the hills of the northern reaches. Belail
and Karnot were said to have each created one champion, meant to
represent his spirit god in a final decisive battle. The champion of
Belail, a cunning fire shaman, created the ice tunnels of the region
by melting the caverns with powerful fire magic. There, he brought as
many woman as he could find, and set about raising an army of
supporters to lead forth against Karnot's champion. Legend has it
that Karnot's champion, an archer of supreme ability but little wit,
was taken aback at the sheer size of the army he faced, and
subsequently lost the day. Belail's army settled into the ice caves
to form the aptly named Belail clan, and Belail himself appeared to
his champion to gift him a double axe with the abilities of the fire
spirit himself. The great weapon, lost to the ages, is believed to
have been called either Fireblood or Cold Reaver, a topic long debated
by the elderly of the clan.

The clan itself consists chiefly of humans, although one or two
dwarven families have occasionally been welcomed into the ranks, most
likely for their usefulness as smiths and armourers. The skin tones
are generally dark, although certain members, believed to be blessed
by Belail, bear a deep reddish tone in their skin. Hair and eye
colors extend over the entire normal human range. The clan tends to
produce offspring with large bodies, usually on the shorter side
(rival tribes sometimes jest that this is the result of crossbreeding
with dwarves).

Clan governance is achieved by a single male chief. When the chief
dies, common belief is that his spirit ascends to join with the spirit
of Belail, thus ever strengthening the power of that god. The
successor is always a hunter, and usually the strongest hunter of the
clan at that time. The surname of the chief is chosen by the chief
himself, in a ceremony involving visions induced by the ingestion of a
menage of various plants and herbal extracts.
"Truth has no form."
--Idries Shah
Orleron
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Post by Orleron » Wed Jul 27, 2005 3:13 am

Clan Losse’Emyn of Tyedu
By Eliwyn O’Shea

The Clan Losse’Emyn does not reside in one place, but rather it wanders. It moves along the same route following game. The tribes of the clan are very protective of their territory and many wars have broken out on the plains.

They were shown this way of life by Nim’er (White-One). In the winter grounds there is much snow and ice but there is also and abundance of game. In their summer settlement grounds, they have learned to spread seeds so that they will grow to provide a larger harvest, though they are still left to grow wild for the most part with no one to tend them.

Losse’Emyn is governed by a counsel of Elders and the tribe’s shaman or shamans. There is one elder chosen from each family to serve on this counsel and the council members serves until death or resignation. Shamans are trained from the age of two. Shamans are born not chosen! They are marked before their birth by Nim’er. They are Pale of skin and hair, it is rumored that they are decedents from Nim’er. They also have a natural tendency for many of the more learned skills Herbalsim, Magic, Healing, and Keeping of the history.

War may break out on the plains but for twenty sunrises in the spring and twenty in the fall there is peace. This is when all of the tribes of the plains come together for trade, treaties, and marriage pacts. Marriages between tribes are common. Also at this time if a tribe had more than one Shaman born to the tribe and another tribe is lacking they may trade so that any tribe is never without a Shaman in training. Shamans are traded before they reach the age of two so that the Shaman they are to succeed may train them. Shamans are the most expensive commodities that a tribe could have.

These tribes are also very adept at war and at times are sought out to help with non-plainsmen’s wars. If the offer of reward is great enough some of the Warriors will be sent. They always return stronger than before and having learned much from the time away.

On Their god:

Losse’Emyn and the rest of the plainsmen were shown the way by a god whom did not identify his name. They call him Nim’er for his look. The main teachings of Nim’er are a love of healing, endurance and chaos. For healing keeps one alive and Chaos is what brings about change. The tribes are many and each follows him in their own way. Though if the whole of the Plains folk were threatened they would work together to protect what is theirs. For Nim’er had shown them to live like a family in the fact that: We can bicker between our selves but if you attack one of mine you attack us all.

Clan Losse’Emyn:

Most of the members of the clan are Human of at least Half-Human. But the clan will absorb anyone whom goes through the proper rituals. So other races may be found amongst the clan of Losse’Emyn. In fact many dwarves are members of the clan though they don’t always migrate with the clan but at times stay with the Mines.

The Clan as a whole is Classified as CG their intentions are good but they love change for the tribes betterment. Though you will find many people of different viewpoints within the tribe.
"Truth has no form."
--Idries Shah
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